mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-09 09:38:19 +00:00
Rename rifle to laser
This makes it easier to copy code from/to 0.7
23df3c609e
This commit is contained in:
parent
f7b7c3afb0
commit
96c9b1ab73
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@ -161,10 +161,10 @@ access_level logout 2
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access_level ninja 2
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access_level grenade 2
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access_level shotgun 2
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access_level rifle 2
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access_level laser 2
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access_level weapons 2
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access_level unweapons 2
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access_level unrifle 2
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access_level unlaser 2
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access_level unshotgun 2
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access_level ungrenade 2
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access_level unsolo 2
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@ -582,7 +582,7 @@ Max Screenshots
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Length:
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== Даўжыня
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Rifle
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Laser
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== Бласцер
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Netversion:
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@ -584,7 +584,7 @@ Max Screenshots
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Length:
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== Dužina:
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Rifle
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Laser
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== Laser
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Netversion:
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@ -599,8 +599,8 @@ Show quads
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Map sound volume
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== Volume do som de mapas
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Rifle
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== Rifle
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Laser
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== Laser
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Join game
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== Entrar no jogo
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@ -579,7 +579,7 @@ Max Screenshots
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Length:
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== Дължина:
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Rifle
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Laser
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== Лазер
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Netversion:
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@ -599,7 +599,7 @@ Max Screenshots
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Length:
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== Longitud:
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Rifle
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Laser
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== Láser
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Netversion:
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@ -615,7 +615,7 @@ Your skin
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Reset to defaults
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== Йĕркелӳ тасат
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Rifle
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Laser
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== Бластер
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Display Modes
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@ -585,7 +585,7 @@ Max Screenshots
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Length:
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== Délka:
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Rifle
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Laser
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== Laser
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Netversion:
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@ -582,7 +582,7 @@ Max Screenshots
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Length:
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== Længde
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Rifle
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Laser
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== Laser
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Netversion:
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@ -594,7 +594,7 @@ Max Screenshots
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Length:
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== Lengte:
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Rifle
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Laser
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== Laser
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Netversion:
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@ -583,7 +583,7 @@ Max Screenshots
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Length:
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== Pituus:
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Rifle
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Laser
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== Kivääri
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Netversion:
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@ -593,7 +593,7 @@ Max Screenshots
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Length:
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== Longueur :
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Rifle
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Laser
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== Laser
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Netversion:
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@ -602,7 +602,7 @@ Max Screenshots
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Length:
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== Länge:
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Rifle
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Laser
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== Laser
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Netversion:
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@ -591,7 +591,7 @@ Max Screenshots
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Length:
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== Διάρκεια:
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Rifle
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Laser
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== Λέιζερ
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Netversion:
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@ -563,7 +563,7 @@ Max Screenshots
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Length:
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== Hossza:
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Rifle
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Laser
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== Lézer
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Netversion:
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@ -586,7 +586,7 @@ Max Screenshots
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Length:
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== Durata:
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Rifle
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Laser
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== Laser
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Netversion:
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@ -615,7 +615,7 @@ Your skin
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Reset to defaults
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== 初期設定に戻す
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Rifle
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Laser
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== ライフル
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Display Modes
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@ -620,7 +620,7 @@ Hue
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Reset to defaults
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== 초기화
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Rifle
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Laser
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== 레이저
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Display Modes
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@ -447,7 +447,7 @@ Reset filter
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Reset to defaults
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== Жарыяланбаска түшүрүү
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Rifle
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Laser
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== Бластер
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Round
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@ -582,7 +582,7 @@ Max Screenshots
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Length:
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== Lengde
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Rifle
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Laser
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== Laser
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Netversion:
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@ -777,7 +777,7 @@ Length:
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== : ﻝﻮﻃ
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Rifle
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Laser
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== ﺭﺰﯿﻟ
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@ -606,7 +606,7 @@ Max Screenshots
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Length:
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== Długość:
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Rifle
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Laser
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== Laser
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Netversion:
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@ -604,7 +604,7 @@ Record demo
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Length:
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== Longitude:
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Rifle
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Laser
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== Laser
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Netversion:
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@ -597,7 +597,7 @@ Max Screenshots
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Length:
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== Durată:
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Rifle
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Laser
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== Carabină
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Netversion:
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@ -674,7 +674,7 @@ Max Screenshots
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Length:
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== Длина
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Rifle
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Laser
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== Бластер
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Netversion:
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@ -584,7 +584,7 @@ Max Screenshots
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Length:
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== Dužina:
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Rifle
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Laser
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== Puška
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Netversion:
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@ -651,7 +651,7 @@ Dummy settings
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Length:
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== 长度:
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Rifle
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Laser
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== 激光枪
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Netversion:
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@ -582,7 +582,7 @@ Max Screenshots
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Length:
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== Dĺžka:
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Rifle
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Laser
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== Laser
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Netversion:
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@ -595,7 +595,7 @@ Max Screenshots
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Length:
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== Longitud:
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Rifle
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Laser
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== Láser
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Netversion:
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@ -583,7 +583,7 @@ Max Screenshots
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Length:
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== Längd
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Rifle
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Laser
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== Gevär
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Netversion:
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@ -647,7 +647,7 @@ Dummy settings
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Length:
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== 長度:
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Rifle
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Laser
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== 鐳射槍
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Netversion:
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@ -582,7 +582,7 @@ Max Screenshots
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Length:
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== Uzunluk:
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Rifle
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Laser
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== Lazer
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Netversion:
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@ -411,7 +411,7 @@ Internet
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News
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== Новини
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Rifle
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Laser
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== Лазер
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Join game
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@ -129,9 +129,9 @@ class Weapon_Grenade(Struct):
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self.speed = Float(1000)
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self.lifetime = Float(2.0)
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class Weapon_Rifle(Struct):
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class Weapon_Laser(Struct):
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def __init__(self):
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Struct.__init__(self, "CDataWeaponspecRifle")
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Struct.__init__(self, "CDataWeaponspecLaser")
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self.base = Pointer(WeaponSpec, WeaponSpec())
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self.reach = Float(800.0)
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self.bounce_delay = Int(150)
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@ -153,7 +153,7 @@ class Weapons(Struct):
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self.gun = Weapon_Gun()
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self.shotgun = Weapon_Shotgun()
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self.grenade = Weapon_Grenade()
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self.rifle = Weapon_Rifle()
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self.laser = Weapon_Laser()
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self.ninja = Weapon_Ninja()
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self.id = Array(WeaponSpec())
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@ -181,8 +181,8 @@ container.sounds.Add(SoundSet("hammer_hit", FileList("audio/wp_hammer_hit-%02d.w
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container.sounds.Add(SoundSet("ninja_fire", FileList("audio/wp_ninja_attack-%02d.wv", 3)))
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container.sounds.Add(SoundSet("grenade_explode", FileList("audio/wp_flump_explo-%02d.wv", 3)))
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container.sounds.Add(SoundSet("ninja_hit", FileList("audio/wp_ninja_hit-%02d.wv", 3)))
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container.sounds.Add(SoundSet("rifle_fire", FileList("audio/wp_rifle_fire-%02d.wv", 3)))
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container.sounds.Add(SoundSet("rifle_bounce", FileList("audio/wp_rifle_bnce-%02d.wv", 3)))
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container.sounds.Add(SoundSet("laser_fire", FileList("audio/wp_laser_fire-%02d.wv", 3)))
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container.sounds.Add(SoundSet("laser_bounce", FileList("audio/wp_laser_bnce-%02d.wv", 3)))
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container.sounds.Add(SoundSet("weapon_switch", FileList("audio/wp_switch-%02d.wv", 3)))
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container.sounds.Add(SoundSet("player_pain_short", FileList("audio/vo_teefault_pain_short-%02d.wv", 12)))
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@ -343,9 +343,9 @@ container.sprites.Add(Sprite("weapon_ninja_body", set_game, 2,10,8,2))
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container.sprites.Add(Sprite("weapon_ninja_cursor", set_game, 0,10,2,2))
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container.sprites.Add(Sprite("weapon_ninja_proj", set_game, 0,0,0,0))
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container.sprites.Add(Sprite("weapon_rifle_body", set_game, 2,12,7,3))
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container.sprites.Add(Sprite("weapon_rifle_cursor", set_game, 0,12,2,2))
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container.sprites.Add(Sprite("weapon_rifle_proj", set_game, 10,12,2,2))
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container.sprites.Add(Sprite("weapon_laser_body", set_game, 2,12,7,3))
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container.sprites.Add(Sprite("weapon_laser_cursor", set_game, 0,12,2,2))
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container.sprites.Add(Sprite("weapon_laser_proj", set_game, 10,12,2,2))
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container.sprites.Add(Sprite("hook_chain", set_game, 2,0,1,1))
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container.sprites.Add(Sprite("hook_head", set_game, 3,0,2,1))
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@ -520,13 +520,13 @@ weapon.offsety.Set(-2)
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container.weapons.grenade.base.Set(weapon)
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container.weapons.id.Add(weapon)
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weapon = WeaponSpec(container, "rifle")
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weapon = WeaponSpec(container, "laser")
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weapon.firedelay.Set(800)
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weapon.visual_size.Set(92)
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weapon.damage.Set(5)
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weapon.offsetx.Set(24)
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weapon.offsety.Set(-2)
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container.weapons.rifle.base.Set(weapon)
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container.weapons.laser.base.Set(weapon)
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container.weapons.id.Add(weapon)
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weapon = WeaponSpec(container, "ninja")
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@ -5,7 +5,7 @@ PlayerFlags = ["PLAYING", "IN_MENU", "CHATTING", "SCOREBOARD", "AIM"]
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GameFlags = ["TEAMS", "FLAGS"]
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GameStateFlags = ["GAMEOVER", "SUDDENDEATH", "PAUSED", "RACETIME"]
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CharacterFlags = ["SOLO", "JETPACK", "NO_COLLISION", "ENDLESS_HOOK", "ENDLESS_JUMP", "SUPER",
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"NO_HAMMER_HIT", "NO_SHOTGUN_HIT", "NO_GRENADE_HIT", "NO_RIFLE_HIT", "NO_HOOK",
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"NO_HAMMER_HIT", "NO_SHOTGUN_HIT", "NO_GRENADE_HIT", "NO_LASER_HIT", "NO_HOOK",
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"TELEGUN_GUN", "TELEGUN_GRENADE", "TELEGUN_LASER",
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"WEAPON_HAMMER", "WEAPON_GUN", "WEAPON_SHOTGUN", "WEAPON_GRENADE", "WEAPON_LASER", "WEAPON_NINJA"]
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GameInfoFlags = [
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{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 2}; Console()->Register("+weapon2", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to gun"); }
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{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 3}; Console()->Register("+weapon3", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to shotgun"); }
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{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 4}; Console()->Register("+weapon4", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to grenade"); }
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{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 5}; Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to rifle"); }
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{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 5}; Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to laser"); }
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{ static CInputSet s_Set = {this, &m_InputData[0].m_NextWeapon, &m_InputData[1].m_NextWeapon, 0}; Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to next weapon"); }
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{ static CInputSet s_Set = {this, &m_InputData[0].m_PrevWeapon, &m_InputData[1].m_PrevWeapon, 0}; Console()->Register("+prevweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to previous weapon"); }
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@ -457,7 +457,7 @@ void CControls::OnRender()
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m_pClient->m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA )
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{
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int w;
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for( w = WEAPON_RIFLE; w > WEAPON_GUN; w-- )
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for( w = WEAPON_LASER; w > WEAPON_GUN; w-- )
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{
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if( w == m_pClient->m_Snap.m_pLocalCharacter->m_Weapon )
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continue;
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@ -695,7 +695,7 @@ static CKeyInfo gs_aKeys[] =
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{ "Pistol", "+weapon2", 0, 0 },
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{ "Shotgun", "+weapon3", 0, 0 },
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{ "Grenade", "+weapon4", 0, 0 },
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{ "Rifle", "+weapon5", 0, 0 },
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{ "Laser", "+weapon5", 0, 0 },
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{ "Next weapon", "+nextweapon", 0, 0 },
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{ "Prev. weapon", "+prevweapon", 0, 0 },
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@ -723,7 +723,7 @@ static CKeyInfo gs_aKeys[] =
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/* This is for scripts/update_localization.py to work, don't remove!
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Localize("Move left");Localize("Move right");Localize("Jump");Localize("Fire");Localize("Hook");Localize("Hammer");
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Localize("Pistol");Localize("Shotgun");Localize("Grenade");Localize("Rifle");Localize("Next weapon");Localize("Prev. weapon");
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Localize("Pistol");Localize("Shotgun");Localize("Grenade");Localize("Laser");Localize("Next weapon");Localize("Prev. weapon");
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Localize("Vote yes");Localize("Vote no");Localize("Chat");Localize("Team chat");Localize("Show chat");Localize("Emoticon");
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Localize("Spectator mode");Localize("Spectate next");Localize("Spectate previous");Localize("Console");Localize("Remote console");Localize("Screenshot");Localize("Scoreboard");Localize("Respawn");
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*/
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@ -1958,7 +1958,7 @@ void CMenus::RenderSettingsHUD(CUIRect MainView)
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
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Graphics()->QuadsBegin();
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RenderTools()->SelectSprite(SPRITE_WEAPON_RIFLE_BODY);
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RenderTools()->SelectSprite(SPRITE_WEAPON_LASER_BODY);
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RenderTools()->DrawSprite(Weapon.x, Weapon.y + Weapon.h / 2.0f, 60.0f);
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Graphics()->QuadsEnd();
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@ -480,7 +480,7 @@ void CStatboard::FormatStats()
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}
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char aPlayerStats[1024 * VANILLA_MAX_CLIENTS];
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str_format(aPlayerStats, sizeof(aPlayerStats), "Local-player,Team,Name,Clan,Score,Frags,Deaths,Suicides,F/D-ratio,Net,FPM,Spree,Best,Hammer-F/D,Gun-F/D,Shotgun-F/D,Grenade-F/D,Rifle-F/D,Ninja-F/D,GameWithFlags,Flag-grabs,Flag-captures\n");
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str_format(aPlayerStats, sizeof(aPlayerStats), "Local-player,Team,Name,Clan,Score,Frags,Deaths,Suicides,F/D-ratio,Net,FPM,Spree,Best,Hammer-F/D,Gun-F/D,Shotgun-F/D,Grenade-F/D,Laser-F/D,Ninja-F/D,GameWithFlags,Flag-grabs,Flag-captures\n");
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for (int i = 0; i < NumPlayers; i++)
|
||||
{
|
||||
const CNetObj_PlayerInfo *pInfo = apPlayers[i];
|
||||
|
|
|
@ -833,7 +833,7 @@ void CGameClient::OnMessage(int MsgId, CUnpacker *pUnpacker, bool IsDummy)
|
|||
{
|
||||
CNetMsg_Sv_KillMsg *pMsg = (CNetMsg_Sv_KillMsg *)pRawMsg;
|
||||
// reset character prediction
|
||||
if(!(m_GameWorld.m_WorldConfig.m_IsFNG && pMsg->m_Weapon == WEAPON_RIFLE))
|
||||
if(!(m_GameWorld.m_WorldConfig.m_IsFNG && pMsg->m_Weapon == WEAPON_LASER))
|
||||
{
|
||||
m_CharOrder.GiveWeak(pMsg->m_Victim);
|
||||
m_aLastWorldCharacters[pMsg->m_Victim].m_Alive = false;
|
||||
|
@ -1248,7 +1248,7 @@ void CGameClient::OnNewSnapshot()
|
|||
m_aClients[Item.m_ID].m_NoCollision = pCharacterData->m_Flags & CHARACTERFLAG_NO_COLLISION;
|
||||
m_aClients[Item.m_ID].m_NoHammerHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_HAMMER_HIT;
|
||||
m_aClients[Item.m_ID].m_NoGrenadeHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_GRENADE_HIT;
|
||||
m_aClients[Item.m_ID].m_NoRifleHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_RIFLE_HIT;
|
||||
m_aClients[Item.m_ID].m_NoLaserHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_LASER_HIT;
|
||||
m_aClients[Item.m_ID].m_NoShotgunHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_SHOTGUN_HIT;
|
||||
m_aClients[Item.m_ID].m_NoHookHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_HOOK;
|
||||
m_aClients[Item.m_ID].m_Super = pCharacterData->m_Flags & CHARACTERFLAG_SUPER;
|
||||
|
@ -1804,7 +1804,7 @@ void CGameClient::CClientData::Reset()
|
|||
m_EndlessJump = false;
|
||||
m_NoHammerHit = false;
|
||||
m_NoGrenadeHit = false;
|
||||
m_NoRifleHit = false;
|
||||
m_NoLaserHit = false;
|
||||
m_NoShotgunHit = false;
|
||||
m_NoHookHit = false;
|
||||
m_Super = false;
|
||||
|
|
|
@ -282,7 +282,7 @@ public:
|
|||
bool m_EndlessJump;
|
||||
bool m_NoHammerHit;
|
||||
bool m_NoGrenadeHit;
|
||||
bool m_NoRifleHit;
|
||||
bool m_NoLaserHit;
|
||||
bool m_NoShotgunHit;
|
||||
bool m_NoHookHit;
|
||||
bool m_Super;
|
||||
|
|
|
@ -55,7 +55,7 @@ void CCharacter::HandleJetpack()
|
|||
vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
|
||||
|
||||
bool FullAuto = false;
|
||||
if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_RIFLE)
|
||||
if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER)
|
||||
FullAuto = true;
|
||||
if (m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN)
|
||||
FullAuto = true;
|
||||
|
@ -265,7 +265,7 @@ void CCharacter::FireWeapon()
|
|||
vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
|
||||
|
||||
bool FullAuto = false;
|
||||
if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_RIFLE)
|
||||
if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER)
|
||||
FullAuto = true;
|
||||
if (m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN)
|
||||
FullAuto = true;
|
||||
|
@ -438,11 +438,11 @@ void CCharacter::FireWeapon()
|
|||
);//SoundImpact
|
||||
} break;
|
||||
|
||||
case WEAPON_RIFLE:
|
||||
case WEAPON_LASER:
|
||||
{
|
||||
float LaserReach = GetTuning(m_TuneZone)->m_LaserReach;
|
||||
|
||||
new CLaser(GameWorld(), m_Pos, Direction, LaserReach, GetCID(), WEAPON_RIFLE);
|
||||
new CLaser(GameWorld(), m_Pos, Direction, LaserReach, GetCID(), WEAPON_LASER);
|
||||
} break;
|
||||
|
||||
case WEAPON_NINJA:
|
||||
|
@ -1041,8 +1041,8 @@ void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtende
|
|||
m_Hit |= DISABLE_HIT_GRENADE;
|
||||
if(pExtended->m_Flags & CHARACTERFLAG_NO_HAMMER_HIT)
|
||||
m_Hit |= DISABLE_HIT_HAMMER;
|
||||
if(pExtended->m_Flags & CHARACTERFLAG_NO_RIFLE_HIT)
|
||||
m_Hit |= DISABLE_HIT_RIFLE;
|
||||
if(pExtended->m_Flags & CHARACTERFLAG_NO_LASER_HIT)
|
||||
m_Hit |= DISABLE_HIT_LASER;
|
||||
if(pExtended->m_Flags & CHARACTERFLAG_NO_SHOTGUN_HIT)
|
||||
m_Hit |= DISABLE_HIT_SHOTGUN;
|
||||
|
||||
|
@ -1050,7 +1050,7 @@ void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtende
|
|||
m_aWeapons[WEAPON_GUN].m_Got = (pExtended->m_Flags & CHARACTERFLAG_WEAPON_GUN) != 0;
|
||||
m_aWeapons[WEAPON_SHOTGUN].m_Got = (pExtended->m_Flags & CHARACTERFLAG_WEAPON_SHOTGUN) != 0;
|
||||
m_aWeapons[WEAPON_GRENADE].m_Got = (pExtended->m_Flags & CHARACTERFLAG_WEAPON_GRENADE) != 0;
|
||||
m_aWeapons[WEAPON_RIFLE].m_Got = (pExtended->m_Flags & CHARACTERFLAG_WEAPON_LASER) != 0;
|
||||
m_aWeapons[WEAPON_LASER].m_Got = (pExtended->m_Flags & CHARACTERFLAG_WEAPON_LASER) != 0;
|
||||
|
||||
const bool Ninja = (pExtended->m_Flags & CHARACTERFLAG_WEAPON_NINJA) != 0;
|
||||
if(Ninja && m_Core.m_ActiveWeapon != WEAPON_NINJA)
|
||||
|
|
|
@ -85,7 +85,7 @@ public:
|
|||
DISABLE_HIT_HAMMER=1,
|
||||
DISABLE_HIT_SHOTGUN=2,
|
||||
DISABLE_HIT_GRENADE=4,
|
||||
DISABLE_HIT_RIFLE=8
|
||||
DISABLE_HIT_LASER=8
|
||||
};
|
||||
int m_Hit;
|
||||
int m_TuneZone;
|
||||
|
|
|
@ -32,12 +32,12 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
|
|||
CCharacter *pHit;
|
||||
bool pDontHitSelf = g_Config.m_SvOldLaser || (m_Bounces == 0 && !m_WasTele);
|
||||
|
||||
if(pOwnerChar ? (!(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_RIFLE) && m_Type == WEAPON_RIFLE) || (!(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_SHOTGUN) && m_Type == WEAPON_SHOTGUN) : g_Config.m_SvHit)
|
||||
if(pOwnerChar ? (!(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_LASER) && m_Type == WEAPON_LASER) || (!(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_SHOTGUN) && m_Type == WEAPON_SHOTGUN) : g_Config.m_SvHit)
|
||||
pHit = GameWorld()->IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner);
|
||||
else
|
||||
pHit = GameWorld()->IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner, pOwnerChar);
|
||||
|
||||
if(!pHit || (pHit == pOwnerChar && g_Config.m_SvOldLaser) || (pHit != pOwnerChar && pOwnerChar ? (pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_RIFLE && m_Type == WEAPON_RIFLE) || (pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_SHOTGUN && m_Type == WEAPON_SHOTGUN) : !g_Config.m_SvHit))
|
||||
if(!pHit || (pHit == pOwnerChar && g_Config.m_SvOldLaser) || (pHit != pOwnerChar && pOwnerChar ? (pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_LASER && m_Type == WEAPON_LASER) || (pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_SHOTGUN && m_Type == WEAPON_SHOTGUN) : !g_Config.m_SvHit))
|
||||
return false;
|
||||
m_From = From;
|
||||
m_Pos = At;
|
||||
|
@ -54,7 +54,7 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
|
|||
Temp = pHit->Core()->m_Vel + normalize(pOwnerChar->Core()->m_Pos - pHit->Core()->m_Pos) * Strength;
|
||||
pHit->Core()->m_Vel = ClampVel(pHit->m_MoveRestrictions, Temp);
|
||||
}
|
||||
else if (m_Type == WEAPON_RIFLE)
|
||||
else if (m_Type == WEAPON_LASER)
|
||||
{
|
||||
pHit->UnFreeze();
|
||||
}
|
||||
|
@ -169,7 +169,7 @@ CLaser::CLaser(CGameWorld *pGameWorld, int ID, CNetObj_Laser *pLaser)
|
|||
m_Dir = normalize(m_Dir);
|
||||
else
|
||||
m_Energy = 0;
|
||||
m_Type = WEAPON_RIFLE;
|
||||
m_Type = WEAPON_LASER;
|
||||
m_PrevPos = m_From;
|
||||
m_ID = ID;
|
||||
}
|
||||
|
|
|
@ -10,16 +10,16 @@ CONSOLE_COMMAND("kill_pl", "v[id]", CFGFLAG_SERVER, ConKillPlayer, this, "Kills
|
|||
CONSOLE_COMMAND("totele", "i[number]", CFGFLAG_SERVER|CMDFLAG_TEST, ConToTeleporter, this, "Teleports you to teleporter v")
|
||||
CONSOLE_COMMAND("totelecp", "i[number]", CFGFLAG_SERVER|CMDFLAG_TEST, ConToCheckTeleporter, this, "Teleports you to checkpoint teleporter v")
|
||||
CONSOLE_COMMAND("tele", "?i[id] ?i[id]", CFGFLAG_SERVER|CMDFLAG_TEST, ConTeleport, this, "Teleports player i (or you) to player i (or you to where you look at)")
|
||||
CONSOLE_COMMAND("addweapon", "i[weapon-id]", CFGFLAG_SERVER|CMDFLAG_TEST, ConAddWeapon, this, "Gives weapon with id i to you (all = -1, hammer = 0, gun = 1, shotgun = 2, grenade = 3, rifle = 4, ninja = 5)")
|
||||
CONSOLE_COMMAND("removeweapon", "i[weapon-id]", CFGFLAG_SERVER|CMDFLAG_TEST, ConRemoveWeapon, this, "removes weapon with id i from you (all = -1, hammer = 0, gun = 1, shotgun = 2, grenade = 3, rifle = 4, ninja = 5)")
|
||||
CONSOLE_COMMAND("addweapon", "i[weapon-id]", CFGFLAG_SERVER|CMDFLAG_TEST, ConAddWeapon, this, "Gives weapon with id i to you (all = -1, hammer = 0, gun = 1, shotgun = 2, grenade = 3, laser = 4, ninja = 5)")
|
||||
CONSOLE_COMMAND("removeweapon", "i[weapon-id]", CFGFLAG_SERVER|CMDFLAG_TEST, ConRemoveWeapon, this, "removes weapon with id i from you (all = -1, hammer = 0, gun = 1, shotgun = 2, grenade = 3, laser = 4, ninja = 5)")
|
||||
CONSOLE_COMMAND("shotgun", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConShotgun, this, "Gives a shotgun to you")
|
||||
CONSOLE_COMMAND("grenade", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConGrenade, this, "Gives a grenade launcher to you")
|
||||
CONSOLE_COMMAND("rifle", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConRifle, this, "Gives a rifle to you")
|
||||
CONSOLE_COMMAND("laser", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConLaser, this, "Gives a laser to you")
|
||||
CONSOLE_COMMAND("jetpack","", CFGFLAG_SERVER|CMDFLAG_TEST, ConJetpack, this, "Gives jetpack to you")
|
||||
CONSOLE_COMMAND("weapons", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConWeapons, this, "Gives all weapons to you")
|
||||
CONSOLE_COMMAND("unshotgun", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnShotgun, this, "Takes the shotgun from you")
|
||||
CONSOLE_COMMAND("ungrenade", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnGrenade, this, "Takes the grenade launcher you")
|
||||
CONSOLE_COMMAND("unrifle", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnRifle, this, "Takes the rifle from you")
|
||||
CONSOLE_COMMAND("unlaser", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnLaser, this, "Takes the laser from you")
|
||||
CONSOLE_COMMAND("unjetpack", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnJetpack, this, "Takes the jetpack from you")
|
||||
CONSOLE_COMMAND("unweapons", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConUnWeapons, this, "Takes all weapons from you")
|
||||
CONSOLE_COMMAND("ninja", "", CFGFLAG_SERVER|CMDFLAG_TEST, ConNinja, this, "Makes you a ninja")
|
||||
|
|
|
@ -300,9 +300,9 @@ const char *CEditor::Explain(int Tile, int Layer)
|
|||
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
||||
return "NINJA: Makes you invisible in the darkest nights.";
|
||||
break;
|
||||
case ENTITY_OFFSET + ENTITY_WEAPON_RIFLE:
|
||||
case ENTITY_OFFSET + ENTITY_WEAPON_LASER:
|
||||
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
||||
return "RIFLE: Unfreezes hit tee. Bounces off the walls. Also known as laser.";
|
||||
return "LASER: Unfreezes hit tee. Bounces off the walls. Also known as laser.";
|
||||
break;
|
||||
case ENTITY_OFFSET + ENTITY_LASER_FAST_CCW:
|
||||
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
|
||||
|
|
|
@ -110,7 +110,7 @@ void CCharacterCore::Reset()
|
|||
m_EndlessJump = false;
|
||||
m_NoHammerHit = false;
|
||||
m_NoGrenadeHit = false;
|
||||
m_NoRifleHit = false;
|
||||
m_NoLaserHit = false;
|
||||
m_NoShotgunHit = false;
|
||||
m_NoHookHit = false;
|
||||
m_Super = false;
|
||||
|
@ -562,7 +562,7 @@ void CCharacterCore::ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet)
|
|||
m_NoCollision = pObjDDNet->m_Flags & CHARACTERFLAG_NO_COLLISION;
|
||||
m_NoHammerHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_HAMMER_HIT;
|
||||
m_NoGrenadeHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_GRENADE_HIT;
|
||||
m_NoRifleHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_RIFLE_HIT;
|
||||
m_NoLaserHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_LASER_HIT;
|
||||
m_NoShotgunHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_SHOTGUN_HIT;
|
||||
m_NoHookHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_HOOK;
|
||||
m_Super = pObjDDNet->m_Flags & CHARACTERFLAG_SUPER;
|
||||
|
|
|
@ -247,7 +247,7 @@ public:
|
|||
bool m_EndlessJump;
|
||||
bool m_NoHammerHit;
|
||||
bool m_NoGrenadeHit;
|
||||
bool m_NoRifleHit;
|
||||
bool m_NoLaserHit;
|
||||
bool m_NoShotgunHit;
|
||||
bool m_NoHookHit;
|
||||
bool m_Super;
|
||||
|
|
|
@ -54,7 +54,7 @@ enum
|
|||
ENTITY_WEAPON_SHOTGUN,
|
||||
ENTITY_WEAPON_GRENADE,
|
||||
ENTITY_POWERUP_NINJA,
|
||||
ENTITY_WEAPON_RIFLE,
|
||||
ENTITY_WEAPON_LASER,
|
||||
//DDRace - Main Lasers
|
||||
ENTITY_LASER_FAST_CCW,
|
||||
ENTITY_LASER_NORMAL_CCW,
|
||||
|
|
|
@ -160,10 +160,10 @@ void CGameContext::ConGrenade(IConsole::IResult *pResult, void *pUserData)
|
|||
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_GRENADE, false);
|
||||
}
|
||||
|
||||
void CGameContext::ConRifle(IConsole::IResult *pResult, void *pUserData)
|
||||
void CGameContext::ConLaser(IConsole::IResult *pResult, void *pUserData)
|
||||
{
|
||||
CGameContext *pSelf = (CGameContext *) pUserData;
|
||||
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_RIFLE, false);
|
||||
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_LASER, false);
|
||||
}
|
||||
|
||||
void CGameContext::ConJetpack(IConsole::IResult *pResult, void *pUserData)
|
||||
|
@ -192,10 +192,10 @@ void CGameContext::ConUnGrenade(IConsole::IResult *pResult, void *pUserData)
|
|||
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_GRENADE, true);
|
||||
}
|
||||
|
||||
void CGameContext::ConUnRifle(IConsole::IResult *pResult, void *pUserData)
|
||||
void CGameContext::ConUnLaser(IConsole::IResult *pResult, void *pUserData)
|
||||
{
|
||||
CGameContext *pSelf = (CGameContext *) pUserData;
|
||||
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_RIFLE, true);
|
||||
pSelf->ModifyWeapons(pResult, pUserData, WEAPON_LASER, true);
|
||||
}
|
||||
|
||||
void CGameContext::ConUnJetpack(IConsole::IResult *pResult, void *pUserData)
|
||||
|
@ -243,7 +243,7 @@ void CGameContext::ModifyWeapons(IConsole::IResult *pResult, void *pUserData,
|
|||
{
|
||||
pChr->GiveWeapon(WEAPON_SHOTGUN, Remove);
|
||||
pChr->GiveWeapon(WEAPON_GRENADE, Remove);
|
||||
pChr->GiveWeapon(WEAPON_RIFLE, Remove);
|
||||
pChr->GiveWeapon(WEAPON_LASER, Remove);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -136,7 +136,7 @@ void CCharacter::HandleJetpack()
|
|||
vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
|
||||
|
||||
bool FullAuto = false;
|
||||
if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_RIFLE)
|
||||
if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER)
|
||||
FullAuto = true;
|
||||
if (m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN)
|
||||
FullAuto = true;
|
||||
|
@ -339,7 +339,7 @@ void CCharacter::FireWeapon()
|
|||
vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));
|
||||
|
||||
bool FullAuto = false;
|
||||
if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_RIFLE)
|
||||
if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER)
|
||||
FullAuto = true;
|
||||
if(m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN)
|
||||
FullAuto = true;
|
||||
|
@ -558,7 +558,7 @@ void CCharacter::FireWeapon()
|
|||
GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
|
||||
} break;
|
||||
|
||||
case WEAPON_RIFLE:
|
||||
case WEAPON_LASER:
|
||||
{
|
||||
float LaserReach;
|
||||
if (!m_TuneZone)
|
||||
|
@ -566,8 +566,8 @@ void CCharacter::FireWeapon()
|
|||
else
|
||||
LaserReach = GameServer()->TuningList()[m_TuneZone].m_LaserReach;
|
||||
|
||||
new CLaser(GameWorld(), m_Pos, Direction, LaserReach, m_pPlayer->GetCID(), WEAPON_RIFLE);
|
||||
GameServer()->CreateSound(m_Pos, SOUND_RIFLE_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
|
||||
new CLaser(GameWorld(), m_Pos, Direction, LaserReach, m_pPlayer->GetCID(), WEAPON_LASER);
|
||||
GameServer()->CreateSound(m_Pos, SOUND_LASER_FIRE, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
|
||||
} break;
|
||||
|
||||
case WEAPON_NINJA:
|
||||
|
@ -1173,8 +1173,8 @@ void CCharacter::Snap(int SnappingClient)
|
|||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_GRENADE_HIT;
|
||||
if(m_Hit&DISABLE_HIT_HAMMER)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_HAMMER_HIT;
|
||||
if(m_Hit&DISABLE_HIT_RIFLE)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_RIFLE_HIT;
|
||||
if(m_Hit&DISABLE_HIT_LASER)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_LASER_HIT;
|
||||
if(m_Hit&DISABLE_HIT_SHOTGUN)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_SHOTGUN_HIT;
|
||||
if(m_Core.m_HasTelegunGun)
|
||||
|
@ -1191,7 +1191,7 @@ void CCharacter::Snap(int SnappingClient)
|
|||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_SHOTGUN;
|
||||
if(m_aWeapons[WEAPON_GRENADE].m_Got)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_GRENADE;
|
||||
if(m_aWeapons[WEAPON_RIFLE].m_Got)
|
||||
if(m_aWeapons[WEAPON_LASER].m_Got)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_LASER;
|
||||
if(m_Core.m_ActiveWeapon == WEAPON_NINJA)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_NINJA;
|
||||
|
@ -1501,14 +1501,14 @@ void CCharacter::HandleTiles(int Index)
|
|||
}
|
||||
|
||||
// hit others
|
||||
if(((m_TileIndex == TILE_HIT_END) || (m_TileFIndex == TILE_HIT_END)) && m_Hit != (DISABLE_HIT_GRENADE|DISABLE_HIT_HAMMER|DISABLE_HIT_RIFLE|DISABLE_HIT_SHOTGUN))
|
||||
if(((m_TileIndex == TILE_HIT_END) || (m_TileFIndex == TILE_HIT_END)) && m_Hit != (DISABLE_HIT_GRENADE|DISABLE_HIT_HAMMER|DISABLE_HIT_LASER|DISABLE_HIT_SHOTGUN))
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hit others");
|
||||
m_Hit = DISABLE_HIT_GRENADE|DISABLE_HIT_HAMMER|DISABLE_HIT_RIFLE|DISABLE_HIT_SHOTGUN;
|
||||
m_Hit = DISABLE_HIT_GRENADE|DISABLE_HIT_HAMMER|DISABLE_HIT_LASER|DISABLE_HIT_SHOTGUN;
|
||||
m_Core.m_NoShotgunHit = true;
|
||||
m_Core.m_NoGrenadeHit = true;
|
||||
m_Core.m_NoHammerHit = true;
|
||||
m_Core.m_NoRifleHit = true;
|
||||
m_Core.m_NoLaserHit = true;
|
||||
m_NeededFaketuning |= FAKETUNE_NOHAMMER;
|
||||
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
|
||||
}
|
||||
|
@ -1519,7 +1519,7 @@ void CCharacter::HandleTiles(int Index)
|
|||
m_Core.m_NoShotgunHit = false;
|
||||
m_Core.m_NoGrenadeHit = false;
|
||||
m_Core.m_NoHammerHit = false;
|
||||
m_Core.m_NoRifleHit = false;
|
||||
m_Core.m_NoLaserHit = false;
|
||||
m_NeededFaketuning &= ~FAKETUNE_NOHAMMER;
|
||||
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
|
||||
}
|
||||
|
@ -1765,17 +1765,17 @@ void CCharacter::HandleTiles(int Index)
|
|||
m_Hit |= DISABLE_HIT_GRENADE;
|
||||
m_Core.m_NoGrenadeHit = true;
|
||||
}
|
||||
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_START && m_Hit&DISABLE_HIT_RIFLE && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_RIFLE)
|
||||
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_START && m_Hit&DISABLE_HIT_LASER && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can shoot others with rifle");
|
||||
m_Hit &= ~DISABLE_HIT_RIFLE;
|
||||
m_Core.m_NoRifleHit = false;
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can shoot others with laser");
|
||||
m_Hit &= ~DISABLE_HIT_LASER;
|
||||
m_Core.m_NoLaserHit = false;
|
||||
}
|
||||
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(m_Hit&DISABLE_HIT_RIFLE) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_RIFLE)
|
||||
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(m_Hit&DISABLE_HIT_LASER) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can't shoot others with rifle");
|
||||
m_Hit |= DISABLE_HIT_RIFLE;
|
||||
m_Core.m_NoRifleHit = true;
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can't shoot others with laser");
|
||||
m_Hit |= DISABLE_HIT_LASER;
|
||||
m_Core.m_NoLaserHit = true;
|
||||
}
|
||||
else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_JUMP)
|
||||
{
|
||||
|
@ -2273,7 +2273,7 @@ void CCharacter::DDRaceInit()
|
|||
m_Core.m_Id = GetPlayer()->GetCID();
|
||||
m_TeleCheckpoint = 0;
|
||||
m_EndlessHook = g_Config.m_SvEndlessDrag;
|
||||
m_Hit = g_Config.m_SvHit ? HIT_ALL : DISABLE_HIT_GRENADE|DISABLE_HIT_HAMMER|DISABLE_HIT_RIFLE|DISABLE_HIT_SHOTGUN;
|
||||
m_Hit = g_Config.m_SvHit ? HIT_ALL : DISABLE_HIT_GRENADE|DISABLE_HIT_HAMMER|DISABLE_HIT_LASER|DISABLE_HIT_SHOTGUN;
|
||||
m_SuperJump = false;
|
||||
m_Jetpack = false;
|
||||
m_Core.m_Jumps = 2;
|
||||
|
|
|
@ -203,7 +203,7 @@ public:
|
|||
DISABLE_HIT_HAMMER=1,
|
||||
DISABLE_HIT_SHOTGUN=2,
|
||||
DISABLE_HIT_GRENADE=4,
|
||||
DISABLE_HIT_RIFLE=8
|
||||
DISABLE_HIT_LASER=8
|
||||
};
|
||||
int m_Hit;
|
||||
int m_TuneZone;
|
||||
|
|
|
@ -36,12 +36,12 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
|
|||
CCharacter *pHit;
|
||||
bool pDontHitSelf = g_Config.m_SvOldLaser || (m_Bounces == 0 && !m_WasTele);
|
||||
|
||||
if(pOwnerChar ? (!(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_RIFLE) && m_Type == WEAPON_RIFLE) || (!(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_SHOTGUN) && m_Type == WEAPON_SHOTGUN) : g_Config.m_SvHit)
|
||||
if(pOwnerChar ? (!(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_LASER) && m_Type == WEAPON_LASER) || (!(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_SHOTGUN) && m_Type == WEAPON_SHOTGUN) : g_Config.m_SvHit)
|
||||
pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner);
|
||||
else
|
||||
pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner, pOwnerChar);
|
||||
|
||||
if(!pHit || (pHit == pOwnerChar && g_Config.m_SvOldLaser) || (pHit != pOwnerChar && pOwnerChar ? (pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_RIFLE && m_Type == WEAPON_RIFLE) || (pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_SHOTGUN && m_Type == WEAPON_SHOTGUN) : !g_Config.m_SvHit))
|
||||
if(!pHit || (pHit == pOwnerChar && g_Config.m_SvOldLaser) || (pHit != pOwnerChar && pOwnerChar ? (pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_LASER && m_Type == WEAPON_LASER) || (pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_SHOTGUN && m_Type == WEAPON_SHOTGUN) : !g_Config.m_SvHit))
|
||||
return false;
|
||||
m_From = From;
|
||||
m_Pos = At;
|
||||
|
@ -64,7 +64,7 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
|
|||
Temp = pHit->Core()->m_Vel;
|
||||
pHit->Core()->m_Vel = ClampVel(pHit->m_MoveRestrictions, Temp);
|
||||
}
|
||||
else if (m_Type == WEAPON_RIFLE)
|
||||
else if (m_Type == WEAPON_LASER)
|
||||
{
|
||||
pHit->UnFreeze();
|
||||
}
|
||||
|
@ -146,7 +146,7 @@ void CLaser::DoBounce()
|
|||
if(m_Bounces > BounceNum)
|
||||
m_Energy = -1;
|
||||
|
||||
GameServer()->CreateSound(m_Pos, SOUND_RIFLE_BOUNCE, m_TeamMask);
|
||||
GameServer()->CreateSound(m_Pos, SOUND_LASER_BOUNCE, m_TeamMask);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -161,7 +161,7 @@ void CLaser::DoBounce()
|
|||
|
||||
CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
|
||||
if (m_Owner >= 0 && m_Energy <= 0 && m_Pos && !m_TeleportCancelled && pOwnerChar &&
|
||||
pOwnerChar->IsAlive() && pOwnerChar->HasTelegunLaser() && m_Type == WEAPON_RIFLE)
|
||||
pOwnerChar->IsAlive() && pOwnerChar->HasTelegunLaser() && m_Type == WEAPON_LASER)
|
||||
{
|
||||
vec2 PossiblePos;
|
||||
bool Found = false;
|
||||
|
@ -170,7 +170,7 @@ void CLaser::DoBounce()
|
|||
bool pDontHitSelf = g_Config.m_SvOldLaser || (m_Bounces == 0 && !m_WasTele);
|
||||
vec2 At;
|
||||
CCharacter *pHit;
|
||||
if (pOwnerChar ? (!(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_RIFLE) && m_Type == WEAPON_RIFLE) : g_Config.m_SvHit)
|
||||
if (pOwnerChar ? (!(pOwnerChar->m_Hit&CCharacter::DISABLE_HIT_LASER) && m_Type == WEAPON_LASER) : g_Config.m_SvHit)
|
||||
pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner);
|
||||
else
|
||||
pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner, pOwnerChar);
|
||||
|
@ -202,7 +202,7 @@ void CLaser::DoBounce()
|
|||
// Delay = 0 means all.
|
||||
int delay = GameServer()->Collision()->GetSwitchDelay(MapIndex);
|
||||
|
||||
if((delay != 3 && delay != 0) && m_Type == WEAPON_RIFLE) {
|
||||
if((delay != 3 && delay != 0) && m_Type == WEAPON_LASER) {
|
||||
IsSwitchTeleGun = IsBlueSwitchTeleGun = false;
|
||||
}
|
||||
}
|
||||
|
@ -212,7 +212,7 @@ void CLaser::DoBounce()
|
|||
// Teleport is canceled if the last bounce tile is not a TILE_ALLOW_TELE_GUN.
|
||||
// Teleport also works if laser didn't bounce.
|
||||
m_TeleportCancelled =
|
||||
m_Type == WEAPON_RIFLE
|
||||
m_Type == WEAPON_LASER
|
||||
&& (TileFIndex != TILE_ALLOW_TELE_GUN
|
||||
&& TileFIndex != TILE_ALLOW_BLUE_TELE_GUN
|
||||
&& !IsSwitchTeleGun
|
||||
|
|
|
@ -100,7 +100,7 @@ void CPickup::Tick()
|
|||
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE, pChr->Teams()->TeamMask(pChr->Team()));
|
||||
else if (m_Subtype == WEAPON_SHOTGUN)
|
||||
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN, pChr->Teams()->TeamMask(pChr->Team()));
|
||||
else if (m_Subtype == WEAPON_RIFLE)
|
||||
else if (m_Subtype == WEAPON_LASER)
|
||||
GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN, pChr->Teams()->TeamMask(pChr->Team()));
|
||||
|
||||
if (pChr->GetPlayer())
|
||||
|
|
|
@ -191,7 +191,7 @@ void CProjectile::Tick()
|
|||
IsSwitchTeleGun = IsBlueSwitchTeleGun = false;
|
||||
if(delay == 2 && m_Type != WEAPON_GRENADE)
|
||||
IsSwitchTeleGun = IsBlueSwitchTeleGun = false;
|
||||
if(delay == 3 && m_Type != WEAPON_RIFLE)
|
||||
if(delay == 3 && m_Type != WEAPON_LASER)
|
||||
IsSwitchTeleGun = IsBlueSwitchTeleGun = false;
|
||||
}
|
||||
|
||||
|
|
|
@ -277,12 +277,12 @@ private:
|
|||
static void ConSuper(IConsole::IResult *pResult, void *pUserData);
|
||||
static void ConShotgun(IConsole::IResult *pResult, void *pUserData);
|
||||
static void ConGrenade(IConsole::IResult *pResult, void *pUserData);
|
||||
static void ConRifle(IConsole::IResult *pResult, void *pUserData);
|
||||
static void ConLaser(IConsole::IResult *pResult, void *pUserData);
|
||||
static void ConJetpack(IConsole::IResult *pResult, void *pUserData);
|
||||
static void ConWeapons(IConsole::IResult *pResult, void *pUserData);
|
||||
static void ConUnShotgun(IConsole::IResult *pResult, void *pUserData);
|
||||
static void ConUnGrenade(IConsole::IResult *pResult, void *pUserData);
|
||||
static void ConUnRifle(IConsole::IResult *pResult, void *pUserData);
|
||||
static void ConUnLaser(IConsole::IResult *pResult, void *pUserData);
|
||||
static void ConUnJetpack(IConsole::IResult *pResult, void *pUserData);
|
||||
static void ConUnWeapons(IConsole::IResult *pResult, void *pUserData);
|
||||
static void ConAddWeapon(IConsole::IResult *pResult, void *pUserData);
|
||||
|
|
|
@ -236,10 +236,10 @@ bool IGameController::OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Nu
|
|||
Type = POWERUP_WEAPON;
|
||||
SubType = WEAPON_GRENADE;
|
||||
}
|
||||
else if(Index == ENTITY_WEAPON_RIFLE)
|
||||
else if(Index == ENTITY_WEAPON_LASER)
|
||||
{
|
||||
Type = POWERUP_WEAPON;
|
||||
SubType = WEAPON_RIFLE;
|
||||
SubType = WEAPON_LASER;
|
||||
}
|
||||
else if(Index == ENTITY_POWERUP_NINJA)
|
||||
{
|
||||
|
|
|
@ -56,5 +56,5 @@ MACRO_TUNING_PARAM(HammerFireDelay, hammer_fire_delay, 125, "Delay of hammering"
|
|||
MACRO_TUNING_PARAM(GunFireDelay, gun_fire_delay, 125, "Delay of firing gun" )
|
||||
MACRO_TUNING_PARAM(ShotgunFireDelay, shotgun_fire_delay, 500, "Delay of firing shotgun")
|
||||
MACRO_TUNING_PARAM(GrenadeFireDelay, grenade_fire_delay, 500, "Delay of firing grenade")
|
||||
MACRO_TUNING_PARAM(LaserFireDelay, laser_fire_delay, 800, "Delay of firing laser rifle")
|
||||
MACRO_TUNING_PARAM(LaserFireDelay, laser_fire_delay, 800, "Delay of firing laser laser")
|
||||
MACRO_TUNING_PARAM(NinjaFireDelay, ninja_fire_delay, 800, "Delay of firing ninja")
|
||||
|
|
Loading…
Reference in a new issue